Ogre

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The Vatican has just added 7 new deadly sins to the list: http://www.foxnews.com/story/0,2933,336330,00.html

This opens up so many new questions:

How are the Runelords going to take this?

When will we see the Pathfinder AP on the coming of the Runelord of pedophilia? (drug trafficing would also make a good AP)

Does this answer the abortion debate?

How will James and Eric take to the news?

Im tingling with anticipation...


Ok, this is my first class that I built for a player, I'm using the gun rules as put by Sir Kaikillah in his STAP firearms and bombs thread with some modifications (Thanks!)Please give suggestions for the class, this is the rough draft.

Gunslinger
Alignment
Any.
Hit Die
d8.
Level BaseAttack Bonus FortSave RefSave WillSave Special

1st +1 +2 +2 +0 Exotic weapon (firearms)
2nd +2 +3 +3 +0 Steady shot (1d6)
3rd +3 +3 +3 +1 Daze shot (SS), Special shot 1/day
4th +4 +4 +4 +1 Steady shot (2d6)
5th +5 +4 +4 +1 Quick reload, Special shot 2/day
6th +6/+1 +5 +5 +2 Steady shot (3d6)
7th +7/+2 +5 +5 +2 Explosive shot (SS), Special Shot 3/day
8th +8/+3 +6 +6 +2 Steady shot (4d6)
9th +9/+4 +6 +6 +3 Dexterous shot, Special shot 4/day
10th +10/+5 +7 +7 +3 Steady shot (5d6)
11th +11/+6/+1 +7 +7 +3 Lightning reload, Special shot 5/day
12th +12/+7/+2 +8 +8 +4 Steady shot (6d6)
13th +13/+8/+3 +8 +8 +4 Thunderous shot (SS) Special shot 6/day
14th +14/+9/+4 +9 +9 +4 Steady shot (7d6)
15th +15/+10/+5 +9 +9 +5 Gun mastery, Special Shot 7/day
16th +16/+11/+6/+1 +10 +10 +5 Steady shot (8d6)
17th +17/+12/+7/+2 +10 +10 +5 Deadly shot (SS) Special shot 8/day
18th +18/+13/+8/+3 +11 +11 +6 Steady shot (9d6)
19th +19/+14/+9/+4 +11 +11 +6 Bullet Barrage (SS) Special Shot 9/day
20th +20/+15/+10/+5 +12 +12 +6 Steady shot (10d6)

Class Skills
The gunslinger’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Exotic weapon (firearms): as the feat

Steady shot: By taking a full round action to aim their gun, the steady shot does extra damage based of your levels in gunslinger (going up 1d6 every two levels)

Special Shot: Starting at level 3 and every two levels you gain the ability to do an additional Special Shot (SS) Only one SS may be applied at one time, it does stack with steady shot. The save for any special shot is 10 +1/2 gunslinger level + Int. modifier

Daze shot (SS): You can stun your opponents with a mere gunshot for 1d4 rounds. Fort save

Quick Reload: You can reload your gun in one standard action less then normal (full round=standard round, two rounds = full round, ect.)

Explosive shot (SS): your bullet does an extra 3d6 fire damage and explodes in a 10 foot radius. Reflex save

Dexterous shot: You can add your Dex. Modifier to all damage done in a shot.

Lightning reload: Through magic and sheer skill you can reload your gun at rapid speed one standard action becomes a free action, a full action becomes a standard action, ect.

Thunderous shot (SS): Your shot does an extra 5d6 sonic damage (no save) and deafens your opponent (fort save)

Gun mastery: you are no longer subject to misfires and backfires on a roll of 1 or 2

Deadly shot (SS): Your shot penetrates vital organs and kills, fort save vs. death

Bullet Barrage(SS): You may fire your gun up to as many times as your BAB will allow without taking a move to reload

GUN RULES AND STATS:
Weapon cost damage critical range increment weight
hand pistol 75 gp 2d6 x3 40’ 15 Ib.* special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon matchlock musket 150 gp 2d8 x3 40' 25 lb. **
special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon
matchlock long rifle 200 gp 2d8 x3 60' 28 lb **
special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon
matchlock blundebuss 100 gp 3d4/2d4/1d4 special 15' cone 20 lb. **
special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon, may aim shot opponent 1 square away, critical damage on a natural 20/ x3
grenade 30 gp 3d6/2d6/1d6 special 10': 25' diameter 5 lb
special: Ref 13 for 1/2 damage, takes 1 round to explode, roll of 1 explode in hand 3d6 dam Ref 13 1/2 damage, roll of 2 delayed fuse for 1 more round, roll of 3 dude does not explode.
(10)musket/ rifle shot & powder 10 gp 5 lb
(10) blunderbuss shot & powder 10gp 5 lb
cannons
1 pound cannon 1000 gp 2d10 x3 60' 300 lb
special: back fire on a attack roll of 1 1d10 10' r damage, weapon is ruined, misfire on a attack roll of 2; 5 minute to clean weapon
6 pound cannon 1500 gp 2d12 x3 80' 400 lb
special: back fire on a attack roll of 1 1d12 10' r damage, weapon is ruined, misfire on a attack roll of 2; 10 minutes to clean weapon
9 pound cannon 3000 gp 3d12 x3 80' 500 lb
special: back fire on a attack roll of 1 1d12+2 10' r damage, weapon is ruined, misfire on a attack roll of 2; 10 minute to clean weapon
12 pound cannon 5000 gp 4d12 x3 80' 800 lb
special: back fire on a attack roll of 1 1d12+4 10' r damage, weapon is ruined, misfire on a attack roll of 2; 10 minute to clean weapon
*one round reload
**two round reload


Ok, this is my first class that I built for a player, Im using the gun rules as put by Sir Kaikillah in his STAP firearms and bombs thread with some modifications (Thanks!)Please give suggestions for the class, this is the rough draft. Note, I only have time to copy and paste it from word, it may look sloppy. If you need the full neat version email me at Viking@sc.rr.com

Gunslinger
Alignment
Any.
Hit Die
d8.
Level BaseAttack Bonus FortSave RefSave WillSave Special

1st +1 +2 +2 +0 Exotic weapon (firearms)
2nd +2 +3 +3 +0 Steady shot (1d6)
3rd +3 +3 +3 +1 Daze shot (SS), Special shot 1/day
4th +4 +4 +4 +1 Steady shot (2d6)
5th +5 +4 +4 +1 Quick reload, Special shot 2/day
6th +6/+1 +5 +5 +2 Steady shot (3d6)
7th +7/+2 +5 +5 +2 Explosive shot (SS), Special Shot 3/day
8th +8/+3 +6 +6 +2 Steady shot (4d6)
9th +9/+4 +6 +6 +3 Dexterous shot, Special shot 4/day
10th +10/+5 +7 +7 +3 Steady shot (5d6)
11th +11/+6/+1 +7 +7 +3 Lightning reload, Special shot 5/day
12th +12/+7/+2 +8 +8 +4 Steady shot (6d6)
13th +13/+8/+3 +8 +8 +4 Thunderous shot (SS) Special shot 6/day
14th +14/+9/+4 +9 +9 +4 Steady shot (7d6)
15th +15/+10/+5 +9 +9 +5 Gun mastery, Special Shot 7/day
16th +16/+11/+6/+1 +10 +10 +5 Steady shot (8d6)
17th +17/+12/+7/+2 +10 +10 +5 Deadly shot (SS) Special shot 8/day
18th +18/+13/+8/+3 +11 +11 +6 Steady shot (9d6)
19th +19/+14/+9/+4 +11 +11 +6 Bullet Barrage (SS) Special Shot 9/day
20th +20/+15/+10/+5 +12 +12 +6 Steady shot (10d6)

Class Skills
The gunslinger’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Exotic weapon (firearms): as the feat

Steady shot: By taking a full round action to aim their gun, the steady shot does extra damage based of your levels in gunslinger (going up 1d6 every two levels)

Special Shot: Starting at level 3 and every two levels you gain the ability to do an additional Special Shot (SS) Only one SS may be applied at one time, it does stack with steady shot. The save for any special shot is 10 +1/2 gunslinger level + Int. modifier

Daze shot (SS): You can stun your opponents with a mere gunshot for 1d4 rounds. Fort save

Quick Reload: You can reload your gun in one standard action less then normal (full round=standard round, two rounds = full round, ect.)

Explosive shot (SS): your bullet does an extra 3d6 fire damage and explodes in a 10 foot radius. Reflex save

Dexterous shot: You can add your Dex. Modifier to all damage done in a shot.

Lightning reload: Through magic and sheer skill you can reload your gun at rapid speed one standard action becomes a free action, a full action becomes a standard action, ect.

Thunderous shot (SS): Your shot does an extra 5d6 sonic damage (no save) and deafens your opponent (fort save)

Gun mastery: you are no longer subject to misfires and backfires on a roll of 1 or 2

Deadly shot (SS): Your shot penetrates vital organs and kills, fort save vs. death

Bullet Barrage(SS): You may fire your gun up to as many times as your BAB will allow without taking a move to reload

GUN RULES AND STATS:
Weapon cost damage critical range increment weight
hand pistol 75 gp 2d6 x3 40’ 15 Ib.* special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon matchlock musket 150 gp 2d8 x3 40' 25 lb. **
special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon
matchlock long rifle 200 gp 2d8 x3 60' 28 lb **
special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon
matchlock blundebuss 100 gp 3d4/2d4/1d4 special 15' cone 20 lb. **
special: back fire on a attack roll of 1 1d8 damage, weapon is ruined, misfire on a attack roll of 2; 1 minute to clean weapon, may aim shot opponent 1 square away, critical damage on a natural 20/ x3
grenade 30 gp 3d6/2d6/1d6 special 10': 25' diameter 5 lb
special: Ref 13 for 1/2 damage, takes 1 round to explode, roll of 1 explode in hand 3d6 dam Ref 13 1/2 damage, roll of 2 delayed fuse for 1 more round, roll of 3 dude does not explode.
(10)musket/ rifle shot & powder 10 gp 5 lb
(10) blunderbuss shot & powder 10gp 5 lb
cannons
1 pound cannon 1000 gp 2d10 x3 60' 300 lb
special: back fire on a attack roll of 1 1d10 10' r damage, weapon is ruined, misfire on a attack roll of 2; 5 minute to clean weapon
6 pound cannon 1500 gp 2d12 x3 80' 400 lb
special: back fire on a attack roll of 1 1d12 10' r damage, weapon is ruined, misfire on a attack roll of 2; 10 minutes to clean weapon
9 pound cannon 3000 gp 3d12 x3 80' 500 lb
special: back fire on a attack roll of 1 1d12+2 10' r damage, weapon is ruined, misfire on a attack roll of 2; 10 minute to clean weapon
12 pound cannon 5000 gp 4d12 x3 80' 800 lb
special: back fire on a attack roll of 1 1d12+4 10' r damage, weapon is ruined, misfire on a attack roll of 2; 10 minute to clean weapon
*one round reload
**two round reload


My AoW game has been going great. My party is at the end of LoLR and are having a blast... well, everyone but the cohort. Lazlo largefeet was a halfling rogue mercenary who they hired for SoLS and kept, but he has died 5 times now. He is also level 11 and was at one point reincarnated as an elf, kobald, orc, gnome, and recently dwarf. At his point, he will die over and over again and I need a solution. He's to well loved to be dumped, so at his next inevitable death, he will become a ghost BOUND to the druid that raised him over again to never die until the druid dies as a cruel trick of the death gods. He will gain levels and not lose them at death and as imbalanced as it seems, it will still be cool having a bound ghost cohort. What do you think?


Hey, I'm about to start an epic adventure but I dont want to buy the 3.0 book just yet. I remember somewhere seeing something in wizards that had spells stats feats ect. in a pfd called something like revised referance documants but I'm not sure. I looked for it on the search engine and archives but just cant find it anymore. Anyone know where it is?


Ok this is not really onrie but one of his pc's and i was wondering that maybe you could help determine if i was evil.
so here is the facts: i read necromatic books i find for the benefits like how to make a blood golem, i take intrest in the dead, i have a dire maggot named Gubbaffet(long story), I have a braclet and neckalce that i keep the remains of enemys, and finally i have 1 necromatic spell. But still I help stop evil, like just last adventure we stopped a huge tree of evil from spreading and taking over the world(also long story). So just post your opinon plz.


I promised the rouge I would put this up but, what if a player where to become a modified prestige class- the Good Asssaisn. You know using powers to assasinate evil (CG). The revolutionary halfling who wanted this argues that every country has assasins to kill (bad)political leaders. (Im not 100% sure if its true) but what do you think?


In the Champoins Belt, everything had been going great till the last battle. My party struggled with Auric's Warband (I brought Tirra back) but in the end they won. Then the worm came up, Raknian got all buffed up once the staduim was empty and instead of fighting the worm, the wizard cast halt undead on Raknian before his escape. The worm wasnt to bad but the wiz healed Tirra and Kellek to fight Raknian. They climed to his stand and killed Okoral + the bodygaurds. Then they nucked the halted Raknian just in time. He put up a good fight but lost, how bout that?


One of my player just learned the secrets to create a blood golem! The book says its always lawful evil, but the argument is that if he creats it, it is bound to him and cant do evil stuff unless he tells him to. We need help.


High level adventurers spend their last levels on other planes, but while bored in math class I thought of a whole new possibilities. What if there were portals, spells, ect that could let you traval to diffrent planets within your plane. Yep, the adventures just got a whole lot bigger! Planet of Tri-Keen, frozen planet of half elemental people, portal to the far realm on the far side of the moon, ect. Then their could be planets for othe planes to! Anyone have thoughts on this.


How about two new Illusion Spells - Change Others Appearance and Mass Change Others Appearance. Both only create the illusion that a humanoid is another humanoid (elf to human). You can make a human fighter look like a elf mage. It will work like Change Self, only an illusion. There is no save if it is friendly and a save versus magic if not. Change is a second level and Mass Change is a fourth level. Mass would affect 1 + 1/level?

An example is Pharaun in the drow books - War of the Spider Queen. He goes into a home and changes a number of drow into himself and his buddy.

What do you think?


Almost every DM has to let go and remember that their players are growing up and will soon become epic level. My players are almost at this stage and I only have a few ideas for epic adventures. The limited amount of epic monsters and places make it real hard to make good adventures so can anyone give some ideas to light a fire? Im sure everyone has some good ones!


The date that newstands get the next mag is Sept. 4, so i figured someone has to have it by now. If not, i have a good feeling it will come after school Monday or Tuesday:)